Ecael wrote...
Except Mass Effect 1 also had rooms full of empty blocks and crates stacked up to the ceiling for you to take cover. In my case, I never used cover for the reason that certain abilities and squadmates make them become moving brick walls on Insanity after a few upgrades.
ME1:
-Combat? Spam Immunity, Barrier and Shield Boost.
-Don't have Immunity/Barrier? Have Ashley and Wrex spam it and send them in.
-Shoot stuff.
ME2:
-Combat? Take cover.
-Don't have cover? Find cover.
-Shoot stuff.
Of course, there's enemies in both games that will discourage staying in cover or just standing around, but in ME2 it's passed over as either a cheap or a boring mechanic.
ME1: Combat nullifying cover! Thorian Creepers in Feros, Geth Destroyers, Geth Sappers, charging krogan, rachni workers, varren and exploding Husks everywhere else? Brilliant opportunity to use strategy and abilities in a shooter-hybrid RPG.
ME2: Combat nullifying cover! Armored husks, enemy combat drones, flashbang grenades, Geth Destroyers, abominations, varren, FENRIS mechs, charging krogan, klixen, Harbinger flame nova, Scion shockwave, and Harbinger slow bolt spam? Stupid ubiquitous cover-system in a shooter-HYBRID RPG.
People seem to apply different standards to both games, yet most of the mechanics are still the same.
You make a good case, but I'd argue the reasoning behind the focus on cover in ME2 vs the more flexible yet perhaps overpowered powers in ME1 is that the scale of ME1 gave a lot more to work with. In ME2 not once do you step outside into an area large enough that focusing on an enemy with a sniper rifle is difficult, or traverse an area under fire to get close enough to use a shotgun, where you have enough room to really exploit the area's tactical opportunities. Perhaps I'm unusual in that I fought in my suit in a lot of places where people could just use the Mako (in ME1 it granted greater XP to do so). Sure, ME1 had rooms full of cover, but it also didn't have rooms full of cover. ME2 only has the former.
Equally I'd argue I found very few cases in ME2 where the enemies really did make me work for cover, but perhaps my experience over two playthroughs has just been unlucky. A lot of your examples do throw Shepard out of cover briefly, but one keypress later and you're back into cover. Contrast that with, say, a firefight in the Cerberus labs in ME1, and standing still tended to have the effect of the enemies running right past you in cover to behind you. They just don't seem to do that in ME2, prefering themselves to take cover and get shot, giving you far more time to set up.
So with respect, I don't think it's about applying different standards, but perhaps applying different environments to the same mechanic. The cover system is essentially the same, yet in ME2 it seems to be far more heavily used & favoured, and I think to the detriment of alternatives. Equally, just because ME1 had flaws as well doesn't excuse ME2 - one would hope these games improve on themselves, rather than just do the same.
KitsuneRommel wrote...
Yup. Very tactical. I've equipped
everyone with Spectre weapons and armor mods with health regen if they
don't have it from class skill (ok enough with the sarcasm). I'm now at a
point where I can pretty much rotate lift and singularity and enemies
can't do anything. And this is on insanity. Ashley and Tali have
maximised their most important skills and the only choice really was if
I wanted Ashley to use pistols and shotguns or assault rifles and sniper
rifles.
That a concept turned out to be overpowered in its implementation doesn't change that it's a good concept. At the risk of continuing the above issue about cover, ME2 relies heavily on cover and that's about it. ME1 allowed you to more finely tune your combat experience by at least giving you options in how to approach your squad, tailor their equipment, and so on. That it went too far doesn't change that it offered more tactical opportunities. Focus on the early experiences where you didn't have all the great gear, rather than the point by which you definitely were overpowered.
Modifié par Grammarye, 23 mai 2010 - 02:15 .